sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Comments
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2904371#Comment_2904371
Yeah, but everytime I read that the Killer has to do this and that before getting a down, but apparently travel time (which can be quite a bit with Corrupt Intervention, depending which Gens are blocked and where the Survivor spawned) or simply Survivors not going on Gens right away (cleansing Totems, looting Chests, doing nothing...) are never mentioned.
Well yeah, that's why corrupt is used so often, because it adds extra delay. Travel time without corrupt typically doesn't add up to much unless you end up hiding/taking a detour to avoid the killer. Although even with corrupt sometimes you still spawn on gens that aren't blocked.
If survivors are cleansing dull totems or looting chests then they're not being optimal.
That said, the baseline gen time of 80 seconds per gen is not the problem imo. Survivor spawns, map design, and toolboxes/prove thyself are.
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It shouldn't last longer as it would then allow the killer to camp an entire hookstate with 0 gen progress.
However, it does need a change and/or rework. The reward is just bad for the activation requirement and half of it is nullified if your last token happens to be the obsession. I don't need to see the aura of the obsession for 5 seconds when I just hooked them.
I also don't like that it's an all-or-nothing perk while not even being a fragile perk like a hex perk is. A lot of the time with grim embrace, it either feels like you get it when you don't need it (as if you're hooking every survivor once then hopefully you're doing well enough that you can afford the leisure of doing so), or there's 1 gen left and you need someone out ASAP, so you have to ignore someone, meaning the perk doesn't activate when you need the extra help.
Imo, it either needs smaller effects prior to getting all 4 tokens, or the reward for 4 tokens needs to be substantially more impactful and probably needs more added to it.
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@lauraa said:
the Kick area should be wider too. kicking it feels kinda finnicky at times
I swear it takes longer to position yourself right than it does to actually snuff the totem. Idk why the hitboxes are so tiny.
And yes brutal should make it faster
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They can be nerfed when basekit regression is buffed, early game gets looked at, and things that speed up generators are toned down. Until then those perks are fine the way they are
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2903696#Comment_2903696
If you're referring to DMS and Pain Resonance, no they don't. Let go of the gen before the killer hooks, so that Pain Resonance doesn't push you off, triggering DMS.
No, I’m not referring to that, I’m referring to DMS on Artist and just sending birds at gens while camping. On all other killers I don’t have a problem with it.
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Something has been up with midwich for the last few patches. Idk what changed but something about hook spawns is definitely off on that map.
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@dugman said:
Out of curiosity how long does it take to do the self heal using CoH with the new nerf? Basically that’s the main parameter to balance, if that’s slow enough to not be overpowered but fast enough to not be worthless then the perk is fine. (After all, if it took a full minute or longer to heal yourself for instance it would be pointless to try, you’d be taking yourself out of the match doing it.)
21.33, up from 18.29.
Altruistic healing will be at 10.67, up from 9.14.
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They don’t need to nerf artist. They might need to change DMS though
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2903647#Comment_2903647
So that's why I remember there being a small window between the Hatch nerf and the introduction of Boons. I completely forgot CoH crashed games and thought there was Mid-Chapter between them, damn I'm not smart
Well that and there also was a smaller nerf before that, where they reduced the time it stays open from 30s to 10s. But that didn’t really do anything.
@ Topic
Yes they need to be reworked or they will never be able to be decent perks without being too strong.
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There’s a giveaway. You get 100k every day for the next 5 days just for logging in
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Hag
And yes I have been facecamped by zombies
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All he needs is his terror radius reverted and he is fine.
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He can be alright against solo players who can't coordinate the box as effectively. Impaling Wire also makes a big difference in chase.
Against coordinated teams he's not very good.
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@Mandy said:
@sizzlingmario4 thank you very much for such detailed information, I will pass that information along to our QA team to take a look into. I really appreciate the time you and the killer put in to create that video and post for us, it's much appreciated <3
No problem!
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It is a very good perk for facecamping unfortunately.
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As for the quickscoping nerf, it’s simple.
DBD is not an FPS game, and the players are not on an equal playing field in terms of what they have access to. It’s one thing if I shoot you in fortnite when you also had the opportunity to shoot me.
Survivors are meant to actively run away from and avoid the deathslinger, who is also faster than them, but in reality they also had to expect a shot at any time, which was unhealthy.
As for his terror radius, they should’ve just given him a 24m lullaby and added it on top of his TR. Making it 32 meters was the laziest possible solution and wasn’t necessary.
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@Chad246emr said:
https://forum.deadbydaylight.com/en/discussion/comment/2902984#Comment_2902984
Interesting - didn’t know it was nerfed recently. What was done to nerf it?
The nerf hasn’t happened yet technically, but it will be nerfed in the upcoming midchapter.
The increased struggle effect is being reduced to 80% at tier 3 (down from 100%).
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I’m indifferent honestly. I don’t have an issue with the skill check, but I would not mind if it was removed.
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https://www.youtube.com/watch?v=vnGTHkJo1PQ@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2902891#Comment_2902891
I tested with Ruin.
If you can upload a video onto this thread later that will be great, please tag me so that I can check my notifications - thank you <3
Worth noting:
- I cleansed Retribution at the start, and had already cleared all the other totems. As shown, at this point everything was fine - I wasn’t able to fully recover.
- As shown, it is not enough for the killer to simply have Pentimento active - you do need to have gotten the cursed effect from it at some point for this to happen. The second time I attempted to recover I still couldn’t - this was normal.
- When picking myself up the first time (when I shouldn’t have been able to), I wasn’t cursed and there wasn’t any remaining hex totem on the map. After this, I then had the killer rekindle all the remaining totems (there were 3 left at that point) and cleansed all of them. Afterwards I could again still fully recover.
- As mentioned earlier, I believe this will occur with Plaything as well, but I couldn’t test that with only one other person. But I’m like 99% sure I’ve seen it before.
- While recording this I noticed another separate bug - when the 2nd totem was rekindled while I was doing the gen, the action speed slowed down, but I had to let go and start doing the gen again to actually get the cursed status.
Hope this helps! (also sorry it’s a bit laggy at certain parts)
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Freddy is in a sad state. He did need some changes but got way more nerfs than were necessary. He went from being boring and problematic to being boring and not good, and his addons are among the worst in the game.
I was all for them getting rid of the slowdown addons, but they were replaced with underwhelming sound-related effects that don't feel impactful at all.
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Ok yeah hope that gets fixed. There’s a reason this was removed from the game lol
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@darkshadows8326 said:
Soul Guards description says that WHILE you are hexed you can pick yourself up from the dying state, meaning that only during the time of you being hexed should you be allowed to pick yourself up so once the hex gets removed mid game you shouldn't be able to pick yourself up however this is not the case as I have seen several games get lost because of this word misplay. You as killer lose all your hex perks meaning soul guard shouldn't allow a free pick up but it seems to work as if it is a charge. Either BHVR needs to make the perk work the way it says or BHVR needs to make the perk say how it works correctly.
@Mandy said:
I just tested this and can confirm I needed the Cursed effect to pick myself up, so it is indeed working as intended for me.
However, i will say - most survivors pair Soul Guard with Unbreakable as the two perks synergise so well together. Is it possible that the survivors in the match also had unbreakable and that's how they picked themselves up from dying state?
OP, and Mandy when you tested it - what hex perks did the killer have?
I haven't tested it with everything (and I know it's not bugged with most hex perks), but I can actually confirm Soul Guard is 100% broken against Pentimento. Once you are cursed by it, you can pick yourself up forever even after it's cleansed and you're not cursed anymore (even if there’s no other rekindled totems left). I believe I have seen similar problems with Plaything as well, so it might have to do with perks that can have more than one hex totem.
I’m on my phone now, but if you’d like I have a video on my pc I can post later.
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Regarding Nemesis, he also has an addon that grants undetectable.
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Leatherface would like a word with you.
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That’s how his power works. Don’t let him shoot you while healthy, you’re pretty much guaranteed getting injured if he does.
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Because people overestimate her nerfs. She’s still a very good killer, she’s just the 3rd best instead of the 2nd best.
And yes as already mentioned you can’t run MDR/DCB every game and some people don’t want to learn how to get good at her without them.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901853#Comment_2901853
If they are able to be broken something might need to be done about pentimento though
If that becomes an issue just make it so the killer breaking it makes the entity consume it like it does after a rekindled totem is cleansed. Then pentimento doesn't have to be nerfed.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2901829#Comment_2901829
Here are some of my ideas for buffs along side the change
Boon dark theory could show the auras of resources within its boon range (pallets and windows) so while running faster you can also run smarter and know what you have to work with
I think boon exponential could have an increase to crawl speed when outside the boon something like ~25% at t3 so you can crawl to it a bit faster to potentially benefit from its effects
Boon shadow step I don't have any really good ideas for yet but maybe it could make vaults silent like a quick and quiet effect
A limitation on boons kinda like the limitation on hex perks could also allow them to be stronger
I really like that idea for DT! Basically like WoO within the boon range.
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@bjorksnas said:
While I don't think killers should be able to permanently destroy boons from one totem snuff action I do think they should be able to destroy the totem if it has a boon on it. Reducing the max amount of times you might need to stomp on a boon from infinite to 5 seems like a reasonable change in a game where creating a side objective for survivors was nerfed a few months ago with hex undying was nerfed.
Yep. I think that would go a long way already. Then buff the perks to make up for it.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2901576#Comment_2901576
The other boons are not fine. They're absolutely horrible. It's not fair to say CoH needs a nerf without also saying the other boons need a major buff.
DT and expo are horrible, yes. But them being horrible is what makes them not broken despite broken base mechanics.
When the base mechanics are fixed and made fair, then yes, those perks absolutely should get a buff.
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It used to depending on the order of the perks in your loadout. It's been fixed for a while so now it doesn't consume it.
@ Topic:
It's a fun perk but situational and I never run it without UB.
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The game as a whole needs a better tutorial. They somehow managed to rework the tutorials entirely for both killer and survivor without actually making either of them any better than the old ones, with the exception of adding the bot matches. It doesn't teach you anything more than the absolute bare minimum, and parts of the in-game manual are also outdated and feature incorrect information.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2901610#Comment_2901610
The pause screen?
The thing you get when you press esc. I guess you can't really "pause" the game though.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2901616#Comment_2901616
A quick fix others have suggested is that her traps nearby a hook disarm when a survivor is unhooked. While it might help, it might actually encourage camping more (since she wouldn’t be able to teleport and moves so slowly, may as well guard the hook). I want her to have a whole new power, but don’t know what it would be.
Thankfully, she’s seldom seen these days.
Yeah basically. I mean it would help since camping from afar would be less effective. But that might just be replaced by traditional camping instead.
And I'm definitely not complaining that I never see her. Fun fact, my last 118 solo survivor games have featured exactly 1 hag and she was the last killer who hadn't appeared yet before I finally ran into one.
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I got her a lot the first couple days but she died down quickly.
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@Crowman said:
The only way infinite reliting boons will ever be fair is if every boon is useless and not worth running.
So I hope everyone defending the no counterplay boon mechanic doesn't get upset when no one uses boons because they either suck out of the box or get nerfed to oblivion.
This guy gets it.
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@GoshJosh said:
Survivors would be happy for this change. Hag players, not so much. It would effectively neuter her ability to proxy camp, which is basically the only viable way to play Hag. Which is why I want her totally reworked.
I agree. I’ve tried thinking of ways to adjust her before, but over time realized it would end up making her massively weaker no matter what pretty much.
But intended counterplay being to bring a specific item into the match beforehand when you don’t know it’s a hag is bad design when simply crouching over traps is often not practical when dealing with traps near the hook depending on what the hag is doing and how far away she is.
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You can still see the name of the map on the pause screen at the end.
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COH is the biggest issue atm, but even if COH is deleted, boons are still not well designed. The others are only not super problematic because they are much weaker and more niche.
Intended counterplay is snuffing totems, yet the killer doesn’t stand to gain anything by snuffing a totem far out of the way. And this is part of what contributes to COH being better than the rest - because it does a lot more far away from the killer than the others do. But infinitely relighting totems is broken and not well thought out design, and prevents boon perks from being able to be good without being overpowered the way COH is.
In addition, unlimited verticality with almost no downside is simply not fair at all when it comes to indoor maps with multiple floors and/or certain main buildings. The only downside is going a bit further out of the way to bless a totem, but that doesn’t matter really because the killer will have to do the same to get rid of it, and their time is more valuable than the survivor’s.
How often do you see the other boon perks used without COH? Almost never, because they are simply not good despite broken base mechanics.
The base mechanics need to be adjusted and whatever they have to change about the perks to balance around that, change it. The longer they wait the harder it will be since there will be more and more boon perks to rebalance. No, I do not want to destroy boons entirely, but if COH is eventually nerfed to oblivion and nothing else changes, that is exactly what will happen. But as harsh as it sounds, I’d rather have that happen than have 1 perk which continues to make the game feel unfair and unfun.
So they can either fix the actual problems, or they can continue nerfing the numbers on COH and ignore everything else, which will kill the entire mechanic because nobody will use them. Look at scourge hooks, Pain Resonance is a meta perk, but no one used scourge hooks before that because gift of pain wasn’t good at that time (though it will be a bit better now).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2901528#Comment_2901528
Amanda's Secret on Pig. The one that turns off Jigsaw Box auras for Pig.
Oh yeah that addon is terrible lmao
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Best iridescent? Compound 33.
Worst? Maybe either waterlogged shoe (hag) or the obsidian goblet (PH). Freddy’s black box is a good candidate as well. I might be forgetting something else too.
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Oh okay so this wasn’t just me. I played some matches last night and the matchmaking definitely felt off. I had several easy games and ragequitting killers who definitely weren’t on our skill level last night after they couldn’t catch me or my teammates.
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Oni. I don’t even really know why, I’ve just always struggled against him more than any other killer.
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I almost always use STBFL when I play him. You pretty much already said it - it’s easy to maintain stacks by shredding the obsession and/or quickly get an m1 into a shred.
You shouldn’t really neglect your shred just to get stacks, you just get your stacks over time. If you need the shred to hit someone then you use the shred.
I don’t really find that survivors realizing you have it matters all that much as it’s so commonly used on him that they tend to expect it by default as if it were a meta perk. Personally the moment I see demo I just assume he has STBFL unless I clearly see that he doesn’t.
Is it his absolute “best perk”? I’m not sure, but it is definitely good and he is one of the best killers at using it.
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No. Completing 5 gens does not mean the survivors have won. One item should not be able to skip that much of the objective and/or potentially bypass an entire endgame build.
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/2900798#Comment_2900798
wait, what nerfs?
The increased struggle effect it provides is being changed from 50/75/100% to 60/70/80% in the upcoming midchapter. So it's a buff to tier 1, but a nerf to tiers 2 and 3.
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@adirgeforthedead said:
https://forum.deadbydaylight.com/en/discussion/comment/2900658#Comment_2900658
It's a triple set of platinum records. In the music industry, getting a platinum record is, in some fashion, earning an award for that album. They are, usually, display by the label the records were signed onto as part of their prestige.
https://media-cdn.tripadvisor.com/media/photo-s/0b/b6/ce/47/there-are-walls-of-gold.jpg
Ah that makes more sense. Thank you!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2878498#Comment_2878498
It's not a "console" issue it's a controller issue. This includes playing on a PC with a controller, which I do. The effect is too strong. I experienced this in Raccoon City so bad I literally could not make it through one doorway before the person escaped.
Yeah I meant controller, my bad. Seeing as this was clearly an issue for that I'm fine with the nerf, personally.
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I don’t understand Smash Hit’s icon at all.
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Forget facecamping, depipping should just be removed outright.
It made sense when ranks were used for matchmaking. Now it doesn't.